Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction
This commit is contained in:
@@ -469,6 +469,34 @@ namespace Core.Lifecycle
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LogDebug($"Restored scene data to {restoredCount} components");
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}
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/// <summary>
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/// Broadcasts scene restore completed event to all registered components.
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/// Called AFTER all OnSceneRestoreRequested calls complete.
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/// </summary>
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public void BroadcastSceneRestoreCompleted()
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{
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LogDebug("Broadcasting SceneRestoreCompleted");
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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foreach (var component in componentsCopy)
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{
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if (component == null) continue;
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try
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{
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component.InvokeSceneRestoreCompleted();
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Exception during scene restore completed for {component.SaveId}: {ex}");
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}
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}
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LogDebug("SceneRestoreCompleted broadcast complete");
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}
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/// <summary>
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/// Broadcasts global restore request to all registered components that opt-in.
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/// Distributes serialized data to matching components by SaveId.
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@@ -89,6 +89,7 @@ namespace Core.Lifecycle
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public void InvokeSceneReady() => OnSceneReady();
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public string InvokeSceneSaveRequested() => OnSceneSaveRequested();
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public void InvokeSceneRestoreRequested(string data) => OnSceneRestoreRequested(data);
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public void InvokeSceneRestoreCompleted() => OnSceneRestoreCompleted();
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public string InvokeGlobalSaveRequested() => OnGlobalSaveRequested();
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public void InvokeGlobalRestoreRequested(string data) => OnGlobalRestoreRequested(data);
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public void InvokeManagedDestroy() => OnManagedDestroy();
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@@ -202,6 +203,10 @@ namespace Core.Lifecycle
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/// Called during scene transitions to restore scene-specific state.
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/// Receives previously serialized data (from OnSceneSaveRequested).
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///
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/// IMPORTANT: This method MUST be synchronous. Do not use coroutines or async/await.
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/// OnSceneRestoreCompleted is called immediately after all restore calls complete,
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/// so any async operations would still be running when it fires.
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///
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/// TIMING:
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/// - Called AFTER scene load, during OnSceneReady phase
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/// - Frequency: Every scene transition
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@@ -212,6 +217,29 @@ namespace Core.Lifecycle
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// Default: no-op
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}
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/// <summary>
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/// Called after all scene restore operations complete.
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/// Does NOT receive data - use OnSceneRestoreRequested for that.
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///
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/// GUARANTEE:
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/// - ALWAYS called after scene load, whether there's save data or not
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/// - All OnSceneRestoreRequested() calls have RETURNED (but async operations may still be running)
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/// - Safe for synchronous restore operations (JSON deserialization, setting fields, etc.)
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///
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/// TIMING:
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/// - Called AFTER all OnSceneRestoreRequested calls complete (or immediately if no save data exists)
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/// - Frequency: Every scene transition
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/// - Use for: Post-restore initialization, first-time initialization, triggering events after state is restored
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///
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/// COMMON PATTERN:
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/// Use this to perform actions that depend on whether data was restored or not.
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/// Example: Play one-time audio only if it hasn't been played before (_hasPlayed == false).
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/// </summary>
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protected virtual void OnSceneRestoreCompleted()
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{
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// Default: no-op
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}
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/// <summary>
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/// Called once on game boot to restore global persistent state.
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/// Receives data that was saved via OnGlobalSaveRequested.
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@@ -504,9 +504,19 @@ namespace Core.SaveLoad
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/// </summary>
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public void RestoreSceneData()
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{
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if (Lifecycle.LifecycleManager.Instance == null)
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{
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Logging.Warning("[SaveLoadManager] LifecycleManager not available for scene restore");
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return;
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}
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if (currentSaveData == null || currentSaveData.participantStates == null)
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{
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Logging.Debug("[SaveLoadManager] No scene data to restore");
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Logging.Debug("[SaveLoadManager] No scene data to restore (first visit or no save data)");
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// Still broadcast restore completed so components can initialize properly
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreCompleted();
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Logging.Debug($"[SaveLoadManager] Scene restore completed (no data)");
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return;
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}
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@@ -520,11 +530,12 @@ namespace Core.SaveLoad
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}
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// Restore scene data via LifecycleManager
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if (Lifecycle.LifecycleManager.Instance != null)
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{
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreRequested(saveDataDict);
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Logging.Debug($"[SaveLoadManager] Broadcast scene restore to LifecycleManager");
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}
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreRequested(saveDataDict);
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Logging.Debug($"[SaveLoadManager] Broadcast scene restore to LifecycleManager");
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// Broadcast scene restore completed - ALWAYS called, whether there's data or not
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Lifecycle.LifecycleManager.Instance.BroadcastSceneRestoreCompleted();
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Logging.Debug($"[SaveLoadManager] Scene restore completed");
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}
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/// <summary>
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@@ -1,22 +1,80 @@
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using UnityEngine;
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using UnityEngine.Audio;
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using System;
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using Core.Lifecycle;
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public class LevelAudioObject : MonoBehaviour
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[Serializable]
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public class LevelAudioObjectSaveData
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{
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public bool hasPlayed;
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}
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public class LevelAudioObject : ManagedBehaviour
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{
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[Header("Audio Settings")]
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public AppleAudioSource narratorAudioSource;
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public AudioResource firstNarration;
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[Header("Playback Settings")]
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[Tooltip("If true, the audio will only play once and never again after being played")]
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public bool isOneTime;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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private bool _hasPlayed;
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#region ManagedBehaviour Overrides
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public override bool AutoRegisterForSave => isOneTime; // Only save if one-time audio
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protected override string OnSceneSaveRequested()
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{
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PlayNarrationAudio();
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if (!isOneTime)
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return null; // No need to save if not one-time
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LevelAudioObjectSaveData saveData = new LevelAudioObjectSaveData
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{
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hasPlayed = _hasPlayed
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};
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return JsonUtility.ToJson(saveData);
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}
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void PlayNarrationAudio()
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protected override void OnSceneRestoreRequested(string serializedData)
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{
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if (!isOneTime || string.IsNullOrEmpty(serializedData))
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return;
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try
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{
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LevelAudioObjectSaveData saveData = JsonUtility.FromJson<LevelAudioObjectSaveData>(serializedData);
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_hasPlayed = saveData.hasPlayed;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[LevelAudioObject] Failed to restore audio state: {e.Message}");
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}
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}
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protected override void OnSceneRestoreCompleted()
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{
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if (isOneTime && !_hasPlayed)
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{
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PlayNarrationAudio();
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}
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}
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#endregion
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private void PlayNarrationAudio()
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{
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if (narratorAudioSource == null || firstNarration == null)
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{
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Debug.LogWarning($"[LevelAudioObject] Missing audio source or narration resource on {gameObject.name}");
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return;
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}
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narratorAudioSource.audioSource.resource = firstNarration;
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narratorAudioSource.Play(0);
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_hasPlayed = true;
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}
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}
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@@ -231,6 +231,9 @@ namespace UI.CardSystem
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CardSystemManager.Instance.OnPendingCardAdded -= OnPendingCardAdded;
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}
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// Clean up active pending cards to prevent duplicates on next opening
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CleanupActiveCards();
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// Don't restore input mode here - only restore when actually exiting (in OnExitButtonClicked)
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base.TransitionOut();
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}
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@@ -118,6 +118,13 @@ namespace UI.CardSystem
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public override void TransitionIn()
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{
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base.TransitionIn();
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// Ensure album icon is visible when page opens
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if (albumIcon != null)
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{
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albumIcon.SetActive(true);
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}
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InitializeBoosterDisplay();
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}
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@@ -363,6 +370,13 @@ namespace UI.CardSystem
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// Remove from active slots list
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_activeBoostersInSlots.Remove(booster);
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// Hide album icon when booster is placed in center
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if (albumIcon != null)
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{
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albumIcon.SetActive(false);
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Debug.Log($"[BoosterOpeningPage] Album icon hidden");
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}
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// Lock the slot so it can't be dragged out
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Debug.Log($"[BoosterOpeningPage] Locking center slot. IsLocked before: {centerOpeningSlot.IsLocked}");
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centerOpeningSlot.SetLocked(true);
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@@ -800,6 +814,13 @@ namespace UI.CardSystem
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// All cards revealed and interacted with, wait a moment
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yield return new WaitForSeconds(0.5f);
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|
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// Show album icon before cards start tweening to it
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if (albumIcon != null)
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{
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albumIcon.SetActive(true);
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Debug.Log($"[BoosterOpeningPage] Album icon shown for card tween target");
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}
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// Animate cards to album icon (or center if no icon assigned) with staggered delays
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Vector3 targetPosition = albumIcon != null ? albumIcon.transform.position : Vector3.zero;
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@@ -828,6 +849,8 @@ namespace UI.CardSystem
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_currentRevealedCards.Clear();
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yield return new WaitForSeconds(totalAnimationTime);
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|
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// Album icon stays visible for next booster (will be hidden when next booster is placed)
|
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}
|
||||
|
||||
/// <summary>
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|
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@@ -10,7 +10,8 @@ namespace UI.CardSystem
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/// <summary>
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/// Singleton UI component for granting booster packs from minigames.
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/// Displays a booster pack with glow effect, waits for user to click continue,
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/// then animates the pack flying to bottom-left corner before granting the reward.
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/// then shows the scrapbook button and animates the pack flying to it before granting the reward.
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/// The scrapbook button is automatically hidden after the animation completes.
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||||
/// </summary>
|
||||
public class MinigameBoosterGiver : MonoBehaviour
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{
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@@ -187,23 +188,61 @@ namespace UI.CardSystem
|
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yield break;
|
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}
|
||||
|
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// Calculate bottom-left corner position in local space
|
||||
RectTransform canvasRect = GetComponentInParent<Canvas>()?.GetComponent<RectTransform>();
|
||||
Vector3 targetPosition;
|
||||
|
||||
if (canvasRect != null)
|
||||
// Show scrapbook button temporarily using HUD visibility context
|
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PlayerHudManager.HudVisibilityContext hudContext = null;
|
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GameObject scrapbookButton = null;
|
||||
|
||||
scrapbookButton = PlayerHudManager.Instance.GetScrabookButton();
|
||||
if (scrapbookButton != null)
|
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{
|
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// Convert bottom-left corner with offset to local position
|
||||
Vector2 bottomLeft = new Vector2(-canvasRect.rect.width / 2f, -canvasRect.rect.height / 2f);
|
||||
targetPosition = bottomLeft + targetBottomLeftOffset;
|
||||
hudContext = PlayerHudManager.Instance.ShowElementTemporarily(scrapbookButton);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback if no canvas found
|
||||
targetPosition = _boosterInitialPosition + new Vector3(-500f, -500f, 0f);
|
||||
Debug.LogWarning("[MinigameBoosterGiver] Scrapbook button not found in PlayerHudManager.");
|
||||
}
|
||||
|
||||
// Tween to bottom-left corner
|
||||
// Calculate target position - use scrapbook button position if available
|
||||
Vector3 targetPosition;
|
||||
|
||||
if (scrapbookButton != null)
|
||||
{
|
||||
// Get the scrapbook button's position in the same coordinate space as boosterImage
|
||||
RectTransform scrapbookRect = scrapbookButton.GetComponent<RectTransform>();
|
||||
if (scrapbookRect != null)
|
||||
{
|
||||
// Convert scrapbook button's world position to local position relative to boosterImage's parent
|
||||
Canvas canvas = GetComponentInParent<Canvas>();
|
||||
if (canvas != null && canvas.renderMode == RenderMode.ScreenSpaceOverlay)
|
||||
{
|
||||
// For overlay canvas, convert screen position to local position
|
||||
Vector2 screenPos = RectTransformUtility.WorldToScreenPoint(null, scrapbookRect.position);
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
boosterImage.parent as RectTransform,
|
||||
screenPos,
|
||||
null,
|
||||
out Vector2 localPoint);
|
||||
targetPosition = localPoint;
|
||||
}
|
||||
else
|
||||
{
|
||||
// For world space or camera canvas
|
||||
targetPosition = boosterImage.parent.InverseTransformPoint(scrapbookRect.position);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[MinigameBoosterGiver] Scrapbook button has no RectTransform, using fallback position.");
|
||||
targetPosition = GetFallbackPosition();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback to bottom-left corner
|
||||
targetPosition = GetFallbackPosition();
|
||||
}
|
||||
|
||||
// Tween to scrapbook button position
|
||||
Tween.LocalPosition(boosterImage, targetPosition, disappearDuration, 0f, Tween.EaseInBack);
|
||||
|
||||
// Scale down
|
||||
@@ -224,6 +263,9 @@ namespace UI.CardSystem
|
||||
Debug.LogWarning("[MinigameBoosterGiver] CardSystemManager not found, cannot grant booster pack.");
|
||||
}
|
||||
|
||||
// Hide scrapbook button by disposing the context
|
||||
hudContext?.Dispose();
|
||||
|
||||
// Hide the visual
|
||||
if (visualContainer != null)
|
||||
{
|
||||
@@ -237,6 +279,22 @@ namespace UI.CardSystem
|
||||
// Clear sequence reference
|
||||
_currentSequence = null;
|
||||
}
|
||||
|
||||
private Vector3 GetFallbackPosition()
|
||||
{
|
||||
RectTransform canvasRect = GetComponentInParent<Canvas>()?.GetComponent<RectTransform>();
|
||||
if (canvasRect != null)
|
||||
{
|
||||
// Convert bottom-left corner with offset to local position
|
||||
Vector2 bottomLeft = new Vector2(-canvasRect.rect.width / 2f, -canvasRect.rect.height / 2f);
|
||||
return bottomLeft + targetBottomLeftOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ultimate fallback if no canvas found
|
||||
return _boosterInitialPosition + new Vector3(-500f, -500f, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ using UnityEngine.Playables;
|
||||
using UnityEngine.UI;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
@@ -19,6 +20,73 @@ namespace UI
|
||||
{
|
||||
public enum UIMode { Overworld, Puzzle, Minigame, HideAll };
|
||||
|
||||
/// <summary>
|
||||
/// Context object for managing temporary HUD element visibility.
|
||||
/// Automatically restores previous visibility state when disposed.
|
||||
/// Usage: using (var ctx = PlayerHudManager.Instance.ShowElementTemporarily(myButton)) { ... }
|
||||
/// </summary>
|
||||
public class HudVisibilityContext : IDisposable
|
||||
{
|
||||
private readonly GameObject _element;
|
||||
private readonly bool _previousState;
|
||||
private bool _disposed;
|
||||
|
||||
internal HudVisibilityContext(GameObject element, bool show)
|
||||
{
|
||||
_element = element;
|
||||
_previousState = element.activeSelf;
|
||||
_element.SetActive(show);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
|
||||
if (_element != null)
|
||||
{
|
||||
_element.SetActive(_previousState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multi-element visibility context for managing multiple HUD elements at once.
|
||||
/// Automatically restores previous visibility states when disposed.
|
||||
/// </summary>
|
||||
public class MultiHudVisibilityContext : IDisposable
|
||||
{
|
||||
private readonly List<(GameObject element, bool previousState)> _elements;
|
||||
private bool _disposed;
|
||||
|
||||
internal MultiHudVisibilityContext(IEnumerable<GameObject> elements, bool show)
|
||||
{
|
||||
_elements = new List<(GameObject, bool)>();
|
||||
foreach (var element in elements)
|
||||
{
|
||||
if (element != null)
|
||||
{
|
||||
_elements.Add((element, element.activeSelf));
|
||||
element.SetActive(show);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_disposed = true;
|
||||
|
||||
foreach (var (element, previousState) in _elements)
|
||||
{
|
||||
if (element != null)
|
||||
{
|
||||
element.SetActive(previousState);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public UIMode currentUIMode;
|
||||
|
||||
[Header("HUD Management")]
|
||||
@@ -33,6 +101,7 @@ namespace UI
|
||||
[Header("HUD Elements")]
|
||||
public GameObject eagleEye;
|
||||
public GameObject ramaSjangButton;
|
||||
public GameObject scrabBookButton;
|
||||
|
||||
[HideInInspector] public Image cinematicSprites;
|
||||
[HideInInspector] public Image cinematicBackgroundSprites;
|
||||
@@ -254,6 +323,9 @@ namespace UI
|
||||
if (visible)
|
||||
{
|
||||
eagleEye.SetActive(false);
|
||||
ramaSjangButton.SetActive(false);
|
||||
scrabBookButton.SetActive(false);
|
||||
|
||||
}
|
||||
break;
|
||||
case UIMode.HideAll:
|
||||
@@ -318,6 +390,64 @@ namespace UI
|
||||
UnityEngine.Debug.LogError("[PlayerHudManager] Cannot push page - UIPageController not found!");
|
||||
}
|
||||
}
|
||||
|
||||
#region HUD Element Getters
|
||||
|
||||
public GameObject GetEagleEye() => eagleEye;
|
||||
public GameObject GetRamaSjangButton() => ramaSjangButton;
|
||||
public GameObject GetScrabookButton() => scrabBookButton;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Context-Based Visibility Management
|
||||
|
||||
/// <summary>
|
||||
/// Temporarily shows a HUD element. Returns a context object that restores the previous state when disposed.
|
||||
/// Usage: using (var ctx = PlayerHudManager.Instance.ShowElementTemporarily(myButton)) { /* element is visible */ }
|
||||
/// </summary>
|
||||
public HudVisibilityContext ShowElementTemporarily(GameObject element)
|
||||
{
|
||||
if (element == null)
|
||||
{
|
||||
Logging.Warning("[PlayerHudManager] Attempted to show null element");
|
||||
return null;
|
||||
}
|
||||
return new HudVisibilityContext(element, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Temporarily hides a HUD element. Returns a context object that restores the previous state when disposed.
|
||||
/// Usage: using (var ctx = PlayerHudManager.Instance.HideElementTemporarily(myButton)) { /* element is hidden */ }
|
||||
/// </summary>
|
||||
public HudVisibilityContext HideElementTemporarily(GameObject element)
|
||||
{
|
||||
if (element == null)
|
||||
{
|
||||
Logging.Warning("[PlayerHudManager] Attempted to hide null element");
|
||||
return null;
|
||||
}
|
||||
return new HudVisibilityContext(element, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Temporarily shows multiple HUD elements. Returns a context object that restores all previous states when disposed.
|
||||
/// Usage: using (var ctx = PlayerHudManager.Instance.ShowElementsTemporarily(button1, button2, button3)) { /* elements are visible */ }
|
||||
/// </summary>
|
||||
public MultiHudVisibilityContext ShowElementsTemporarily(params GameObject[] elements)
|
||||
{
|
||||
return new MultiHudVisibilityContext(elements, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Temporarily hides multiple HUD elements. Returns a context object that restores all previous states when disposed.
|
||||
/// Usage: using (var ctx = PlayerHudManager.Instance.HideElementsTemporarily(button1, button2, button3)) { /* elements are hidden */ }
|
||||
/// </summary>
|
||||
public MultiHudVisibilityContext HideElementsTemporarily(params GameObject[] elements)
|
||||
{
|
||||
return new MultiHudVisibilityContext(elements, false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user